I made a different texture, the bright pink is too much for my brain. With permission, I could share it. All the hard work was done by Nelldrak. Its mobile friendly low res 512x512 stuff, as I mostly play on my phone. Up close it looks kinda lowres, but I like the vanilla low res classic feel. But i like how it turned out. It almost looks like light is refracting and reflecting back from the crystal surface.
hey, not using openmw. to get transparency on the outer mesh i had to edit the alpha channel of the texture. and btw crystal 1 is missing the inner part on one of the outer ones.
These look great! I've just finished making a patch for the crystal variants in OAAB_Data that will be included in the next release. I will definitely be using these myself.
Thank you, masterful work done on crystals here! They look amazing and fit Telvanni aesthetics perfectly, on my opinion. I also had a slight issue with non-textured white crystals, but solved it myself - for some reason nifs in my version of the mod had been looking for the texture not in morrowind folder but like in google drive or something. I updated texture paths in nifscope to point them to the texture and everything is great! Thank you again for your work.
Could you send me your corrected .nif model ? If it's a path problem, I think I know where I messed up, but if you already correct it, why not asking :P I will upload a patch for those who have this problem.
There are three main locations that use crystals - caves that happen to contain crystals, Propylon chambers (on the roof and as part of the three teleporter "arms") and the main chamber of the Telvanni Council House in Sadrith Mora.
Your magenta/pink crystals kind of clashes with the more blueish color used on the walls of the Council chamber. With the other replacers, the color clash is less of an issue, as their crystal textures are more transparent, so the colors blend more.
Take a look at Articus Immersive Crystals - Replacer or RR Mod Series - Better Crystals to see what additional meshes and textures need to be touched if you want to do a full crystal overhaul.
Here is an alternate tx_t_crystal_01.dds texture. Its a more blueish version of your texture, that blends a bit better with the above mentioned mods.
Here are some images of what it looks like (in my OpenMW 0.46 setup):
Telvanni - Arkitektora of Vvardenfell - image Articus Immersive Crystals - Replacer - image RR Mod Series - Better Crystals - image
ps: you might also want to supply normal and/or height maps to add more surface structure to the crystals.
Thank you very much for your advices ! I'm reworking the texture, to add some white to the edges, a little bit like in RR Mod Series - Better Crystals. It's going to look more true to vanilla design. I take in count what you told me. But to be honest, i'm really a newbie, and I don't know how to make a compress textures x) ^^' The more blueish thing is not difficult to make
Hopefully your image editor of choice does gives you the option to pick between options like DXT1, DXT3 and DXT5 depending on you needs for transparency.
From what I understand DXT1 can only have solid or fully transparent pixels. DXT5 has a full 8 bit alpha channel for gradual transparency changes and DXT3 supports a more limited transparency transition mostly suited for quick changes between solid and fully transparent pixels.
I personally use GraphicConvert (a macOS app) to tweak .dds images for my personal use.
?I'm using gimp to convert my png into dds, so I think I might look at that when doing so. I still need to polish some little details, I just discover how to generate edges color and crack details
30 comments
With permission, I could share it.
All the hard work was done by Nelldrak.
Its mobile friendly low res 512x512 stuff, as I mostly play on my phone.
Up close it looks kinda lowres, but I like the vanilla low res classic feel.
But i like how it turned out. It almost looks like light is refracting and reflecting back from the crystal surface.
cheers
10/10
I also had a slight issue with non-textured white crystals, but solved it myself - for some reason nifs in my version of the mod had been looking for the texture not in morrowind folder but like in google drive or something. I updated texture paths in nifscope to point them to the texture and everything is great!
Thank you again for your work.
Could you send me your corrected .nif model ? If it's a path problem, I think I know where I messed up, but if you already correct it, why not asking :P I will upload a patch for those who have this problem.
Thanks again !
Sent via the pm.
Hope it helps!
Telvanni - Arkitektora of Vvardenfell
Articus Immersive Crystals - Replacer
RR Mod Series - Better Crystals (part of RR Mod Series - Better Meshes)
There are three main locations that use crystals - caves that happen to contain crystals, Propylon chambers (on the roof and as part of the three teleporter "arms") and the main chamber of the Telvanni Council House in Sadrith Mora.
Your magenta/pink crystals kind of clashes with the more blueish color used on the walls of the Council chamber.
With the other replacers, the color clash is less of an issue, as their crystal textures are more transparent, so the colors blend more.
Take a look at Articus Immersive Crystals - Replacer or RR Mod Series - Better Crystals to see what additional meshes and textures need to be touched if you want to do a full crystal overhaul.
Here is an alternate tx_t_crystal_01.dds texture. Its a more blueish version of your texture, that blends a bit better with the above mentioned mods.
Here are some images of what it looks like (in my OpenMW 0.46 setup):
Telvanni - Arkitektora of Vvardenfell - image
Articus Immersive Crystals - Replacer - image
RR Mod Series - Better Crystals - image
ps: you might also want to supply normal and/or height maps to add more surface structure to the crystals.
I'm reworking the texture, to add some white to the edges, a little bit like in RR Mod Series - Better Crystals. It's going to look more true to vanilla design. I take in count what you told me. But to be honest, i'm really a newbie, and I don't know how to make a compress textures x) ^^'
The more blueish thing is not difficult to make
Thanks
From what I understand DXT1 can only have solid or fully transparent pixels. DXT5 has a full 8 bit alpha channel for gradual transparency changes and DXT3 supports a more limited transparency transition mostly suited for quick changes between solid and fully transparent pixels.
I personally use GraphicConvert (a macOS app) to tweak .dds images for my personal use.
GIMP - GNU Image Manipulation Program is free cross-platform option, that can export images to .dds files with various format options.